Jump to content

Alienkiller

Members
  • Posts

    1,763
  • Joined

  • Last visited

  • Days Won

    28

Everything posted by Alienkiller

  1. Yep, that I had too in a earlyer Version. I think it was Beta 14 (dosent remember the Version), which was exactly the same Issue. But with the next Hotfix it was gone.
  2. With the Research-List I give you right. That should be like in Production. What the other Part of that belongs, there I aggree with you totaly. Meant is the Parallel Research like we could do in the old X-Com-Row or UFO ET. After you have 2 Labs and from the Outposts recruitet Personal, you can research f. e. an new Interceptor and at the same time Upgrades for your Infantry. That Step by Step Research is exactly the Problem that the complete new XCOM-Row and Phoenix Point have. There you think too: "Gaming and Programming get better and more interessting the last 15 to 20 Years. Why the Devs there didn´t look at the 2 nostalgic Games like we discuss now." The Limitation with Lab-Capacitys / Workshop-Capacitys (6 Each per Lab / WS) are great, which exactly is one of the Nostalgic Things we get from Original X-Com-Row. With the Difference of the new XCOM-Row, Xenonauts 2 atm. (evtl. too in UFO2ET and if it´s ready sometime XCOM 3) you can with more R & D upgrade the Labs / Workshops [without destruction of the old ones] as well as with a direct Connection getting an secondary Research-Boost with the same Personal [6 Each]. That are Features which make the Games of that Gerne interessting.
  3. Exactly Chris. That you illustrated very well. For all which dosen´t know what Chris means. AI can be programmed in 3 Ways: 1. Way: AI is cheating (seen in the C&C-Series and other Games in the 80´s, 90´s and beginning 2k´s up to 201x) 2. Way: AI is dumb (explenation like above) 3. Way since some Tests in Mid 2k´s and introduced about the last years: AI get a compromise without Cheating and beeing dumb. Exactly that are doing the most Developers since the last Years (Battletech, new XCOM, Hearts of Iron and Xenonauts 2 for example).
  4. Thanks Chris for the fast Information update. With that Infos I can work with. Some more things I have to mention for the next Fixes / Updates and esp. for the Early Access-Countdown, which is if I remember corretly, started. 1a: If the Stun Weapons get the EMP-Damage fully integrated (not an interim solution), get the Archivtext an inclusion of that? If yes, it would be great. 1b: If the first as well as light upgraded Stun Weapons with the EMP-Damage are an interim solution it would be nice to know what is planed then. 2. The other thing I have mentioned in the Bug-Forum is that an research Text (the Alien Flying Drone) still have the false Text (from Androns), which have to be fixed before we release the Early Access. 3. Some other Archive-Texts have to be adjustet to the Game-Changes or have spelling errors. I asked MrAlex to mark them (like the Orbital Bombardement Time from 10 to 30 Days), before we release the Early Access. 4. Good to know would be what is planed for the next big Betas (the missing Texts and Pictures for the Archive, new Features on Geoscape etc. are clear). What is of Interesst are f. e. get in the Special Missions, an change of Base Buildup from Ground on [that means new Bases] and similar before Early Access. An short Info about that would be nice. That means we can better integrate / rework / bugfix / refit new and existing Features. With the Public People in Background it won´t be doable that in some Parts and that Parts like the orbital Bombardement, the Stress System have to be hardcoded before (I know that from reading and discussing the Steam-Posts).
  5. Bayonett12, that get implemented in the Beta 16.1 (the last one) with the extra upkeep for Buildings. Therefore you get atm. in the Betas 1 Million more Starting Money. Now we have Beta 16.2 since today (or yesterday very late evening).
  6. @odizzido: Thanks for testing that fixed Stress System, I will make an new Test with 16.2 today evening. @Chris: What do you mean with following? That´s the first time I ask, all Betas before I could work the Informations.
  7. The first one is an Feature, which makes the Game more real. Like in Real you don´t see anything without light, with a small Lamp you see a little. And that is a must have, because the good old X-Com and UFO ET have the same Feature as well as, if I remember correctly the new Phoenix Point. The other thing you mention shouldn´t happen. To the other Things you mention I can´t say anything, because I havenüt had such a Bug yet or I haven´t seen it. But dosen´t matter we will get 2 more fixed Versions this Month. And every Failure, Bug etc. we see as well as could be fixed make the Early Access Versions more stable / playable, where we can be very proud of then.
  8. @ Chris: Could it be that we get V.16.2 that Weekend for testing as well as 1 to 1,5 Week later V.16.3 from what I read?! That seems to me like the Team wanna bring V.17 about Mid February. Decive my feeling in that or is it correct?
  9. Yep that with the Fighters I meant. For the Scouts / Probes you are right, they only use the Evasion Mode only 1 Time for the first Rocket-Salvo. Then it dosen´t use it anymore. The Alien-Fighters instead use it like your Interceptor-Pilots as often as possible. An interessting Fact could be in the Archives why the UFO´s which can use Evasion are so differntly in using the Evasion Mode.
  10. That´s a Part which get more Ballance too. The Global Panic get raised and reduced with several things. Raising with the atm Possibilitys (more will come): 1. Only 1 monthly Orbital Bombardement 2. Lost or not done Terror Missions 3. UFO Activitys on the Geoscape 4. bad monthly Reports (not in yet) (5.) Special Missions which don´t done and similar Reducing: 1. Use your Agents 2. Build Command Centers 3. global Research-Specials 4. done and won Terror Missions (is integrated, but not active through Bug?) 5. done and won Alien-Base-Raids (is integrated, but not active through Bug?) 6. good monthly Reports (not in yet) 7. done special Misssions (not in yet) You see, there are more then enough Points of reducing the Global and / or seperate Panic Levels.
  11. Exactly that´s it where I have 2 left or right hands. Means that I´m happy to have you here which have a hand for that.
  12. The evasion is good, but it need time to be usable again. It was announced to fix it for the automatic use (Alien, Human) of Aircrafts after it was announced by us players here in the Forum. As an reminder in here in the Bug-Part it´s good to see. Thanks for that MrAlex.
  13. Yep, that with the Massages would be great. The same you have for Soldiers in Transit or new Recruited too. For the Problem with less fighters there is a solution: You can build fighters for the second base in the fourth Hangar and then transfer it to the second base from beginning on. Normaly you don´t need more then 4 Fighters at the beginning, later 3 to 4 in both bases are good to have. The same you can do later on for the third and fourth Base. Normaly you don´t need more, if all goes correctly.
  14. Yep, that´s a bug and the Nullsuit and Servosuit haven´t be there from beginning on. The Nullsuit and Servosuit will come later with R & D like in Description for V.16.1 is announced.
  15. Thanks MrAlex, if you find more of that in the Game, report and mark it. I can make Picutres and explentations, but that with Mark something in Pictures etc. I can´t. There are some Parts in the Xenopedias too, if you could mark the Things here too, it would be great.
  16. The first Undersuit you can construct is the light Armor-Undersuit. The others you get by more R & D. This is a Bug, because the 2 shown aren´t researched yet and shouldn´t come up at the beginning. I have seen it too, but forgot to report it. The Nullsuit advanced Bravery or so later (against PSI-Attacks), the Servosuit maybe advances Strengh / Reflexes and Time Units (it´s an estimate for the Servosuit).
  17. That with the Civilians and the AI-Helper is realistic. Chris said already: "Xenonauts takes the old X-Com-Row as Model." Means: There you have to save the Civilians like in the Original X-Com-Series and in the first refit of the Original-Series UFO ET. With the difference that you have in Xenonauts / Xenonauts 2 AI-Helpers (Police, armed Civilian, etc.) now, which were in both above announced not the case. And the announced Pictures from you Soldiers / Vehicle, you have a big one in the downstairs on the Monitor with a very big Movement-Show-Up, which shows you exactly how many TU´s you need and what you have left if you use the Movement / Shooting-Part.
  18. We all don´t have such Problems, because we use the correct Hard- and Software (PC, Monitor, Operation System, Updates for the Hard- and Software). Your Problems result on your TV, not the Game. First: Update your PC first (newest Drivers for Graphics Card, Operation System, Sound etc. etc.) Second: Update your TV and other systems there like a Subwover-Sound-System (the same like your PC) Both will need time and are absolutely necessary. My TV, PC, Recivers inform me when it´s time for an new Update. Only the Subwover-Sound-System I have to check Manually for new Updates. And if necessary you have to make the correct Adjustments for the TV, which get forgotten very often. If it´s done and you have the same Issues again, you have to play with the correct PC-Hardware on your PC directly then. There you don´t have such Problems.
  19. Nope to turn off that System is not an Option. And the Devs have a good reason to bring it in "Hardcoded" and as a permanent integration for many Reasons. The first one is the Predecessor (Xenonauts 1) himself: X1 wasn´t a game with using your Brain after a while, it was only waiting for an UFO-Swarm or many UFO´s to do the following Routine: -shooting down, -send soldiers, -get the UFO´s and -use the Material until you were overpowerd After that you gone (maybe after 6 or 7 Month) to the final Mission and Win. Ok, it was the first try for the Goldwhawk-Development-Team and they announced their Mistakes very fast and tried to fix it with many Patches, special Versions etc. But the Routine stays the same, which couldn´t get changed. The second one are the directly Main-Opponents (some older, some younger and one in still directly Opponent-Development): The other 2 Main-Opponents to Xenonauts 2, which are longer (XCOM 2 / XCOM 2 WotC) or a bit lesser (Phoenix Point with his first 2 Main and 1 small DLC´s) on the Market are the Games which Xenonauts 2 have to deal with. Not to forget the still in Development "UFO2ET", which are still secret in such Systems. That Parts from the new XCOM-Series and Phoenix Point make the Games to what they are. Realistic in using your Troops! There are many historical examples, why some Countrys lost and get integrated. On that Game-Parts Xenonauts 2 have to benchmark. X1 is no Benchmark for that, because it is in that Point total unrealistic. The third one are upcomming Main-Opponents (like XCOM 3 and similar), which will rank of the others with new Features etc.: I have played all important Games of that Gerne (all old X-Com-Titels, the newest XCOM-Titles, UFO ET, the UFO-After-Series, some Fan Projects [like UFO: AI and such] as well as begunn the new Phoenix Point Game). Every Game have a Stress- / Timelimit-System. I will try to show you what I mean from my Memorys. 1. the older Ones are going directly to the Soldier (old X-Com-Titels, UFO ET, UFO-After-Series) in the Missions. There you couldn´t move, getting Panic, getting Paralyesd etc. The other Part is the Time Limitier (in old X-Com) it was coupled on the Founding- and Missions-Reports; (in UFO ET) it was coupled on the Energy-Reservers from the Mothership and the Storyline-Time-Limiter; (in UFO-After-Series) it was coupled on specials [in the first Part it was coupled on the Earth-Pealing, in the Second i can´t remember and in the third on the Sleep-Tank-Limiter for the next Generation] 2. the newer Ones (New XCOM, Phoenix Point and in that Point Xenonauts 2) are using the System from the first UFO-After-Game (Phoenix Point) as Time-Limiter as well as the realistic Stress-Limiter for Soldiers. The New XCOM-Series as well as Xenonauts 2 are using the Panic-System-Limiter as well as the realistic Soldier-Stress-Limiter. The Main-Limiter is naturaly the "Hardcoded" Panic- / Skin or whatever Story-Limiter. The second announced and realy needed one for such Games are the Stress-Level for Soldiers, so that the Player have to think and plan (short using his / her Brain) with the availlible Personal. "After a Mission is before a Mission", which is the Maxim from all Military and esp. Bussinesman. Most Games are like the Predecessor Xenonauts 1 where the Gamers haven´t to think much. You all have everything abdunant there after a while. The best Games are where the Players have to make a longtime Plan and esp. using the less ressources correctly. There an other Maxim comes in: "You don´t have only your Head on the Torso to let get in rain in the Torso." Where I give you right in the System here, that it has to be more ballanced. Ideas for that are announced in an sperate Threat. The Stress-Raising and Stress-Sinking have in the Ideas a very good Ballance. We have to see what comes in and what not, because it´s a complete new Feature during Development and many others will follow to make the Game more interessting. X1 was a good game for a while, but XCOM EU / EW, XCOM 2, XCOM: Chimera Squad and Phoenix Point is much better, because they make you thinking where you have to use your Soldiers.An similar System the Devs get in here, because like Chris said allready the Gamers in X1 get to overpowerd against the Aliens, because we have no limiter there.
  20. @CaptainSPrice: The Orbital Bombardement is not Weekly anymore, it´s monthly now. And you have enough time and Options to reduce the Panic worldwide. And 20 Worldwide Panic per Month is realy fair. If you look Independence Day and similar Series / Movies the Aliens aren´t fair, like the Devs and we Betatesters.
  21. A similar System with Stress level is in XCOM 2 / XCOM 2 WotC and in Phoenix Point. There your Soldiers have to rest too sometimes longer, sometimes lesser. The same get here in Xenonauts 2. The best example for that is WW2 and the Battle for Britain. If you only send your People every day 5 or 6 Times in the Air without Holliday, Brake etc. then you die automatically because you make to many mistakes. That´s why the Stress System is not discutable. It have to be in the Game like in every new Games (above announced) and some older Games (like Jack Alliance, Jack Alliance 2 etc.) of that Gerne.
  22. Yep they base on explosives in the internal of the Weapon, not the external which would wound the Soldier himself / herself. A Gun / Rifle etc. is constructed to hurt the enemy or the Practice target, not his user. The same you have with a Grenade. It will explode about 7 Seconds after throwing and 20 Meters evtl. more from his user away. If it would be otherwise, all Americans, Russians or English People were dead. Means they would destroy the User. So no Weapon will be given to Human Soldiers which isn´t save enough. Means in X2: Laser Weapons which explode in your Hands and kill your Experienced Soldier nobody will have. That´s what I mean: If someone have a brain he / she is using it first and construct something which works correctly.
  23. @ Silencer: Your Threat is very big. You are a Betatester like we are from beginning on what I read. That´s cool and your Input shows you give though for X2 like we others. But now to your mentiond things. I try to answer as a Beta-Tester-Colleague. 1. Maps: Yes the Loadings are high atm. That belongs to a full overwork for the Maps from V.13 (old Versions) to refited / reworked Maps V.14 (a complete overwork together with an other Development Studio). That has many reasons, but the important ones were not fixable Bugs / Failures and the must have adjustment for everything. 2. Loading Times: The high Loadings belongs on the refited Maps, because they have still some childrens illness which only can so found and fixed. That Problems should have done to Early Access Beginning. 3a. Night Missions: They are a must have and get implemented as a new Feature with the Map-Refit. The first Armors and Suits dosen´t have an Night-Vision advantage about many reasons, esp. for more realistic about Human Eyes without light, like in the orignial X-Com-Series. But therefore you have the MARS / ARES-Vehicle with his big light and the Light Flares. Instead to the Original X-Com-Series in Xenonauts 2 some Aliens have disatvantages at night and some have advantages [Autopsy-Archive]. The Night Missions get like the Maps more balanced and fixed before Early Access. 3b. Night Missions: We Testers discuss to give your Soldiers more advantage in night Missions with more R & D, because all normal Electronics (not that easy one from MARS, X-25 and Transport as well as on your Bases) get disruptet from the Aliens very easy [Storyline-Archive etc.]. 4. UFO´s: The new UFO´s were not good and caused more Problems then could be solved, so it was decided to implement fantastic working Content from X1 in new Graphics and Playstile to come back. That you can´t destruct UFO-Walls with C4 etc. belongs on existing Problems we have since Betatesting it. After the Problems there get solved [the C4-Problems on Side-Walls etc. as well as many more we had with the new UFO´s] that Feature will come back. 5a. Combat Shield: The Combat Shield is an Feature which is a must have for your Soldiers, esp. in the beginning. We testet to R & D the Shields first, but then we decided to give Steel-Variants of that at Beginning. The Combat Shield is an Standard-Variant-Equipment from every Special-Combat Unit (Police and Special Units in Cevlar-Variant or such), so your Soldiers get it back again from beginning as a Steel-Variant. And If you use it correctly, the first Variant of that Shield can solve 2 to 3 direct hits. You are correct, that it can´t be upgraded to a newer Variant atm, because you need special R & D to do it, but the Standard-Steel-Variant it´s a very good Item from beginning. I use it for my 2 Shield Soldiers and make very good content with it against normal Alien Weapons (accelerated Pistols, accelerated Rifles, light Plasma-Weapons). 5b. Heavy Combat-Armor, Warden Combat-Armor: The Heavy Combat-Armor is the Basic Defense Armor from beginning on and you get 5 from them on Start. They are good against Standard-Weapons. The Warden Combat-Armor is the better Version and gives more Protection and can hold about 90 % of the first Shot of an Standard-Alien Weapon. But both can only reduce the first Shot from an accelerated Pistol / accelerated Rifle, then the Soldier is unprotected and have the Disadvantages from the standard Combat Suit. 5c. MARS-Steel-Plating: Here you get the same Problem like with the Shield or the Soldier-Armor. The light Steel-Variant is only good for an long range-distance fighting MARS. The heavy Steel-Armor-Variant is a medium-range / short range fighting MARS-Variant. You can upgrade the Protection very fast after you make an importand R & D from beginning. All are good secured against Standard-Alien-Weapons (accelerated Variants / light Plasma), but against Alien-Mashine-Guns or heavy Plasma-Weapons they haven´t a chance with your beginning Secure-Things. Short said it´s like you fight with a modern Medium / Heavy Tank against an same modern fast, mobile and big Gun Tank-Destroyer. The Tank Destroyer with his bigger Gun will win, not the Tank. The same is here. You are underpowered and only with R & D you get improvement. 6. Alien Grenades: They are very hard for your Soldiers, esp. if they haven´t a light or heavy Protection in the Combat Suit. You mentioned the Combat-Shield: It protects shoots not Explosions directly on your Feet. Only the light protectet Undersuits, Heavy Combat-Armor, Warden Armor or Steel-Plating / Alloy Plating will protect or reduce the Detonation. 7. Blocking Shoots / Grenades: That´s reality and if you were in the Military or show Action Movies you know that you have Blockings in your range. And it dosen´t matter how good the Soldier is in Accuracy, the Bullet-Blocking is a main Feature. It can be a Fence where the Bullet can be bypassed and other things which block the Bullet. The same Feature belongs too for Grenades. As well as from the Strengh a Soldier have to throw the Grenade farer or lesser. Of course the Aliens have more strengh then we, so the Aliens have a better Chance to throw a grenade correctly then an average Soldier you have. 8. Corner Shooting: That´s an Feature too, which belongs as good as possible on reality. The same example with the Military or Action Movies fits here too. Your Pictures answer yourself your Argument. High walls block fully, smaller Walls you can shoot over. 9. Smoke: There I agree with you, we have found the same Issue. What the Problem is, we don´t know, because it dosen´t belong the Soldier wear a Gas Mask or not. Fazit: Your Closing I as a full Beta-Tester have to refuse. The Game is better as every Version before and is an cool resurrect of the original X-Com with cooler Stuff, Features and much more. Where I give your right is that the Beta-Versions still have Child-Sikness which get solved incl. the everytime new comming up Features until the Final Version is done.
  24. In similar Games the Stress level get high and reduced in the Missions. And yes MrAlex you are right for killed Soldiers / Vehicles. But the Stress level lowers too after capturing enemys alive, killing enemys and similiar. So you have to find a Mix of both. If we Betatesters and the Devs make a compromise then all Gamers will be happy. Stress level rising on Missions End and on Geoscape: - dead Civilians (very low), death Soldiers from Xenonauts (belongs on the Rank they have), AI Helpers [Soldiers, armed Civilians] (low) as well as destroyed MARS / ARES (medium) - Minimum Stress / Battle automatically for all Soldiers in that Mission (low) - lost Outpost / Base (low to medium?) - killing friendly Soldiers in special Missions (medium / high?) = Special Missions not implemented atm, but will play a big role after the game get more content! - no Stress level for Wounds, therefore other factors get influenced (like Bravery, TU´s) [belongs how easy / hard that can be programmed] Stress level lowering on Missions End and on Geoscape: - killed organic Alien (low) / all Soldiers on Mission - an stunned organic Alien (medium) [more stunned get a short time Bonus at home] / all Soldiers on that Mission - an killed Alien-Robot (medium) [like the Andron / Drone] / all Soldiers on Mission; not so much Robots from the Aliens are active, which means it ballances that! - an paralysed Alien-Robot (medium) [more Paralysed Robots for Study get a Bonus at home] / all Soldiers in Base - only stunning friendly soldiers in Special Missions (medium)  If we handle that good and ballancing is ok there are 3 Scenarios then: 1. the 1 up to 2 Terror Missions as well as 4 to 5 UFO´s per Month 2. the 1 up to 2 Terror Missions as well as 3 UFO´s and if it´s necessary an Alien-Base per Month 3. the 1 up to 2 Terror Missions, the very important Special Missions [not implemented yet], therefore lesser UFO´s and if necessary an Alien-Base per Month.
  25. Nope exactly that makes the Game for Players in such Levels interessting. Do you think XCOM, Hearts of Iron and others interesst that. The Player get that Hardcoded and is on his / her own authority to use the Veteran and / or Ironman Modus. There is nothing to discuss about it. Stress Level like we have here or in a similar Way in the other Games are a must have.
×
×
  • Create New...